/*
 * Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
 *
 * This software is provided 'as-is', without any express or implied
 * warranty.  In no event will the authors be held liable for any damages
 * arising from the use of this software.
 * Permission is granted to anyone to use this software for any purpose,
 * including commercial applications, and to alter it and redistribute it
 * freely, subject to the following restrictions:
 * 1. The origin of this software must not be misrepresented; you must not
 * claim that you wrote the original software. If you use this software
 * in a product, an acknowledgment in the product documentation would be
 * appreciated but is not required.
 * 2. Altered source versions must be plainly marked as such, and must not be
 * misrepresented as being the original software.
 * 3. This notice may not be removed or altered from any source distribution.
 */

package org.box2dflash.dynamics.joints {
	import org.box2dflash.dynamics.joints.Joint;
	import org.box2dflash.dynamics.Body;
	import org.box2dflash.common.math.Vec2;
	import org.box2dflash.common.math.*;
	import org.box2dflash.dynamics.*;
	import org.box2dflash.common.Internal;
	use namespace Internal;

	/// Revolute joint definition. This requires defining an
	/// anchor point where the bodies are joined. The definition
	/// uses local anchor points so that the initial configuration
	/// can violate the constraint slightly. You also need to
	/// specify the initial relative angle for joint limits. This
	/// helps when saving and loading a game.
	/// The local anchor points are measured from the body's origin
	/// rather than the center of mass because:
	/// 1. you might not know where the center of mass will be.
	/// 2. if you add/remove shapes from a body and recompute the mass,
	///    the joints will be broken.
	public class RevoluteJointDef extends JointDef {
		public function RevoluteJointDef() {
			type = Joint.e_revoluteJoint;
			localAnchor1 = new Vec2(0.0, 0.0);
			localAnchor2 = new Vec2(0.0, 0.0);
			referenceAngle = 0.0;
			lowerAngle = 0.0;
			upperAngle = 0.0;
			maxMotorTorque = 0.0;
			motorSpeed = 0.0;
			enableLimit = false;
			enableMotor = false;
		}

		/// Initialize the bodies, anchors, and reference angle using the world
		/// anchor.
		public function initialize(b1:Body, b2:Body, anchor:Vec2):void {
			body1 = b1;
			body2 = b2;
			localAnchor1 = body1.localPoint(anchor);
			localAnchor2 = body2.localPoint(anchor);
			referenceAngle = body2.angle - body1.angle;
		}

		/// The local anchor point relative to body1's origin.
		public var localAnchor1:Vec2 = new Vec2();
		/// The local anchor point relative to body2's origin.
		public var localAnchor2:Vec2 = new Vec2();
		/// The body2 angle minus body1 angle in the reference state (radians).
		public var referenceAngle:Number;
		/// A flag to enable joint limits.
		public var enableLimit:Boolean;
		/// The lower angle for the joint limit (radians).
		public var lowerAngle:Number;
		/// The upper angle for the joint limit (radians).
		public var upperAngle:Number;
		/// A flag to enable the joint motor.
		public var enableMotor:Boolean;
		/// The desired motor speed. Usually in radians per second.
		public var motorSpeed:Number;
		/// The maximum motor torque used to achieve the desired motor speed.
		/// Usually in N-m.
		public var maxMotorTorque:Number;
	}
}
